Page 172 - Tomb of Annihilation
P. 172

LEVEL 5:



















                                                     MAP 5.5: GEARS OF HATE

               The lever's locking mechanism can be released with a   Turning the dial to the right ends the link. The tele-
              successful DC 15 Dexterity check made by a character   pathic link to the aboleth also ends for any creature that
              using tWeves' tools. lf released, the lever automatically   leaves the control room. Because the communication is
              shifts to the up position, shutting the valves in the pipes   telepathic, all participants can understand one another
              and stopping the flow of slime. The lever can be torn   even if they don't speak the same language. Roleplay the
              from the console with a successful DC 15 Strength (Ath-  aboleth using the information in area 65.
              letics) check, which has the same effect.          The aboleth is accustomed to speaking only with
               The gold lever has another function, which is revealed   Withers and refers to the wight by his original name of
              in area 67.                                       Gorra. If the characters activate the telepathic link, the
               Red Button. Pushing the red button causes a      first thought the aboleth sends is an exasperated, "What
              6-inch-thick wall of iron to drop from the ceiling in the   now, Gorra?" Once the aboleth realizes it's telepathi-
              doorway, sealing off the east exit. Any creature in the   cally linked to strangers, it wants to know all about them
              doorway when the wall drops must make a DC 15 Dex-  for no reason other than to satisfy its curiosity.
              terity saving throw. On a successful save, the creature is
              pushed to one side of the barrier or the other (its choice).   Coo- CoNFIGURATIONs
              On a failed save, the creature is pinned under the wall,   Handout 24 (see appendix E) shows the five different
              falls prone, and takes 44 (8d10) bludgeoning damage. A   configurations for this level of the dungeon:
              pinned creature is restrained, can't stand up, and takes   Configuration 1. Open doorways connect area 58 to ar-
              11 (2d10) bludgeoning damage at the start of each of its   eas 60 and 63. Area 59 is cut off, as are exits to areas
              turns until it crawls out from under the door or another   61, 62, and 67.
              creature pulls it free, either of which requires an action   Configuration 2. An open doorway connects areas 58
              and a successful DC 25 Strength (Athletics) check. The   and 63, but a doorway leading to area 59 ends in a
              iron wall remains locked in place for 1 hour, after which   blank wall. Area 60 is also cut off, as are exits to areas
              it rises back into the ceiling on its own. It can't be lifted   61, 62, 67, and 68.
              or pried open, though a knock spell causes it to retract   Configuration 3. As shown on map 5.5.
              into the ceiling. While the iron wall is down, pushing the   Configuration 4. An open doorway connects area 58 to
              red button has no effect.                           area 62. Area 59 and area 60 are cut off, as are exits
                Red Dial. TWs dial can be turned to the left or right,   to areas 61, 67, and 68.
              and it snaps back to center if released. Turning the dial   Configuration 5. Open doorways connect areas 59 and
              to the left establishes a two-way telepathic link between   61, as well as areas 60 and 67. Area 58 is cut off, as
              the creatures in this room and the aboleth in area 65.   are exits to areas 62 and 68.


                                                                               CHAPTER 5 I TOMB Of THE NINE CODS
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